# ModernUO Content Creation Patterns This document covers the patterns and templates for creating game content in ModernUO: items, creatures, spells, skills, loot, context menus, and file organization. ## Table of Contents 1. [New Item](#new-item) 2. [New Creature](#new-creature) 3. [New Spell](#new-spell) 4. [Skill Implementation](#skill-implementation) 5. [Loot System](#loot-system) 6. [Context Menus](#context-menus) 7. [Entity Lifecycle](#entity-lifecycle) 8. [File Organization](#file-organization) --- ## New Item ### Minimal Item ```csharp using ModernUO.Serialization; namespace Server.Items; [SerializationGenerator(0)] public partial class SimpleItem : Item { [Constructible] public SimpleItem() : base(0x1234) // itemID from UO art { Weight = 1.0; } public override string DefaultName => "a simple item"; // OR: public override int LabelNumber => 1234567; // cliloc number } ``` ### Item with Properties and Behavior ```csharp using ModernUO.Serialization; namespace Server.Items; [SerializationGenerator(0)] public partial class MagicLantern : Item { [SerializableField(0)] [InvalidateProperties] [SerializedCommandProperty(AccessLevel.GameMaster)] private int _charges; [SerializableField(1)] [SerializedCommandProperty(AccessLevel.GameMaster)] private Mobile _owner; private TimerExecutionToken _glowTimer; [Constructible] public MagicLantern() : base(0xA25) { _charges = Utility.RandomMinMax(5, 15); Weight = 2.0; Light = LightType.Circle300; StartGlow(); } public override string DefaultName => "a magic lantern"; private void StartGlow() { Timer.StartTimer(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3), Glow, out _glowTimer); } [AfterDeserialization] private void AfterDeserialization() => StartGlow(); public override void OnAfterDelete() { _glowTimer.Cancel(); base.OnAfterDelete(); } private void Glow() { if (_charges > 0) Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042); } public override void OnDoubleClick(Mobile from) { if (!IsChildOf(from.Backpack)) { from.SendLocalizedMessage(1042001); // Must be in your backpack return; } if (_charges <= 0) { from.SendMessage("The lantern is depleted."); return; } Charges--; from.SendMessage("The lantern flares brightly!"); from.FixedParticles(0x376A, 9, 32, 5042, EffectLayer.Waist); } public override void GetProperties(IPropertyList list) { base.GetProperties(list); list.Add(1060741, $"{_charges}"); // "charges: ~1_val~" } } ``` ### Common Item Base Classes | Base Class | Use For | |---|---| | `Item` | Generic items | | `BaseWeapon` | Melee weapons | | `BaseRanged` | Ranged weapons (bows, crossbows) | | `BaseArmor` | Armor pieces | | `BaseShield` | Shields | | `BaseClothing` | Wearable clothing | | `BaseJewel` | Rings, bracelets, necklaces | | `BaseContainer` | Containers (bags, boxes) | | `BasePotion` | Potions | | `BaseReagent` | Spell reagents | | `Food` | Edible items | | `SpellScroll` | Spell scrolls | ### Key Item Properties ```csharp Weight = 1.0; // Item weight in stones Stackable = true; // Can stack with same type Amount = 1; // Stack amount Movable = true; // Can be picked up Visible = true; // Visible to players Hue = 0; // Color hue (0 = default) Light = LightType.Circle300; // Light emission LootType = LootType.Regular; // Regular, Newbied, Blessed, Cursed Layer = Layer.OneHanded; // Equipment layer ``` --- ## New Creature ### Basic Creature ```csharp using ModernUO.Serialization; using Server.Items; namespace Server.Mobiles; [SerializationGenerator(0)] public partial class ForestWolf : BaseCreature { [Constructible] public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest) { Body = 225; // Wolf body graphic BaseSoundID = 0xE5; // Base sound ID SetStr(80, 120); SetDex(90, 110); SetInt(20, 40); SetHits(60, 80); SetMana(0); SetDamage(8, 14); SetDamageType(ResistanceType.Physical, 100); SetResistance(ResistanceType.Physical, 25, 35); SetResistance(ResistanceType.Fire, 5, 10); SetResistance(ResistanceType.Cold, 15, 25); SetResistance(ResistanceType.Poison, 10, 15); SetResistance(ResistanceType.Energy, 5, 10); SetSkill(SkillName.MagicResist, 30.0, 50.0); SetSkill(SkillName.Tactics, 50.0, 70.0); SetSkill(SkillName.Wrestling, 50.0, 70.0); Fame = 600; Karma = 0; VirtualArmor = 28; Tamable = true; ControlSlots = 1; MinTameSkill = 50.1; } public override string CorpseName => "a wolf corpse"; public override string DefaultName => "a forest wolf"; public override int Meat => 1; public override int Hides => 6; public override HideType HideType => HideType.Regular; public override FoodType FavoriteFood => FoodType.Meat; public override PackInstinct PackInstinct => PackInstinct.Canine; public override void GenerateLoot() { AddLoot(LootPack.Meager); } } ``` ### AI Types | AIType | Use For | |---|---| | `AI_Melee` | Warriors, melee fighters | | `AI_Mage` | Spellcasters | | `AI_Archer` | Ranged attackers | | `AI_Animal` | Passive animals (flee/fight back) | | `AI_Predator` | Hunting animals | | `AI_Healer` | Healing NPCs | | `AI_Vendor` | Shop NPCs | | `AI_Berserk` | Mindless aggressors | | `AI_Thief` | Pickpockets | ### Fight Modes | FightMode | Behavior | |---|---| | `None` | Never attacks | | `Aggressor` | Only retaliates | | `Strongest` | Targets highest-stat enemy | | `Weakest` | Targets lowest-stat enemy | | `Closest` | Targets nearest enemy | | `Evil` | Attacks aggressors or evil-karma targets | ### Creature Stats Guide | Creature Level | Str | Dex | Int | Hits | Damage | Fame | |---|---|---|---|---|---|---| | Weak | 30-60 | 30-50 | 10-20 | 20-40 | 2-6 | 100-300 | | Average | 80-120 | 60-90 | 20-40 | 60-100 | 6-14 | 500-1500 | | Strong | 150-250 | 80-120 | 50-100 | 120-200 | 12-22 | 2000-5000 | | Elite | 300-500 | 100-150 | 100-200 | 250-500 | 18-30 | 5000-15000 | | Boss | 500-1000 | 150-250 | 200-400 | 500-2000 | 25-40 | 15000+ | ### Optional Creature Overrides ```csharp public override Poison PoisonImmune => Poison.Regular; // Poison immunity public override Poison HitPoison => Poison.Lesser; // Melee poison public override double HitPoisonChance => 0.2; // 20% poison chance public override bool CanRummageCorpses => true; // Loots corpses public override bool BardImmune => true; // Cannot be provoked/peaced public override bool Unprovokable => true; // Cannot be provoked public override bool CanFly => true; // Can fly public override int TreasureMapLevel => 3; // Drops treasure map public override double WeaponAbilityChance => 0.4; // Weapon ability chance ``` ### Creature Speeds (think vs move clocks) All "speed" values are **delays in seconds** (smaller = faster). A creature runs two clocks: - **Think clock** — `ActiveSpeed`/`PassiveSpeed`/`CurrentSpeed`: seconds per AI decision (combat decisions, target acquisition, spell timing). - **Move clock** — `ActiveMoveSpeed`/`PassiveMoveSpeed`/`CurrentMoveSpeed`: seconds per step. Inherits the matching think value until overridden, so a creature configured with only think speeds behaves as one clock. Any value is legal — steps are scheduled independently of think ticks, so the two need not divide evenly. Speeds normally come from `Distribution/Data/npc-speeds.json` (via `SpeedClass` or type lists); `activeMove`/`passiveMove` are optional per bucket. Prefer data over code: ```csharp public override SpeedLevel SpeedClass => SpeedLevel.Slow; // bucket in npc-speeds.json ``` Code-level overrides for special cases: ```csharp SetSpeed(0.5, 2.0); // think clock; ALSO clears move overrides (one-clock legacy semantics) SetMoveSpeed(0.45, 0.9); // move clock only — call after SetSpeed if both are wanted ClearMoveSpeed(); // back to inheriting the think clock ``` All four are `[props`-tunable per instance (move values: set `0` to re-inherit); per-instance move overrides serialize. Being badly hurt slows steps, never decisions (RunUO parity). The client's `Running` bit is derived from the step pace, never passed by callers (`BaseAI.ShouldRun`, stamped in `DoMoveImpl`): a step shorter than the client's walk interpolation — 400 ms on foot, 200 ms mounted/flying (`Movement.WalkFootDelay` / `WalkMountDelay`) — is flagged as a run, or the client falls behind and snaps. An isolated step (resuming after at least a walk interval standing) goes out as a walk regardless of pace — the client renders each step alone, so a run-flagged single step darts — unless the pace beats the run interpolation (a true sprinter), where a walk-rendered first step would flood the client's step queue. Movement APIs (`MoveTo`, `WalkMobileRange`, `ApproachTarget`, `MoveToPoint`) take no run argument; to make a creature run, make it fast. Creatures step at most once per `CurrentMoveSpeed` period, paced from the step just taken — a stall never banks catch-up steps, so a resumed chase restarts at full pace. ### Target Acquisition: the reaction-time gradient Acquisition is event-driven, not polled. The periodic scan (`AcquireFocusMob`) is gated by `ReacquireDelay` (10 s default) and every scan re-arms it in full, success or failure — it is target stickiness plus the fallback for what movement cannot signal (reveals, doors, summons). Reaction time comes from `BaseCreature.OnMovement`: an enemy moving inside `AcquireOnApproachRange` (10 — on-screen; the periodic scan keeps the wider `RangePerception`) clamps the next scan to at most **`AcquireOnApproachDelay`** — the intelligence gradient. `TimeSpan.Zero` (paragons) also prods the AI, so the ranked scan engages within a timer-wheel turn; the 2 s default reads as "took a beat to notice you"; larger is dumber; a creature that overrides the delay above `ReacquireDelay` is effectively oblivious to approach. Repeated steps cannot shorten the clamp, so an armed creature scans once per delay period, not once per step or think. `ReacquireOnMovement` remains the broader hook (any mover, no enemy check, scan next think). The gate self-heals: a deadline further out than `ReacquireDelay` is illegal and reads as open, so no wedged or wrapped value can silence acquisition beyond one delay period. ### OnThink: the excess-call contract `OnThink()` is a scheduler pass, not an action. The AI timer calls it *at least* at the think cadence (`CurrentSpeed`), but it can and does fire more often: a player command wakes the AI immediately (`AITimer.Prod()`), a speed-up reschedules the pending wake, and players run command macros that drive extra thinks deliberately (order spam is spam-safe by design — reaction, never action). RunUO had the same property (its timer restarted with a random delay on every speed change), so this has never been a fixed-rate callback. **Every `OnThink` override must be excess-call tolerant.** An extra call must never grant an extra action: - Gate consequential work on its own deadline field, compared in subtraction form (`Core.TickCount - _nextX >= 0` — see `tick-counts.md`), or make it idempotent. - Never pace a consequential action with a bare per-call `Utility.RandomDouble()` roll — its frequency then scales with think rate, which players can influence. Per-call rolls are acceptable only for pure cosmetics (idle animations, flavor sounds). - The engine already gates the expensive things: steps (the `NextMove` budget), weapon swings, spell casts, detect-hidden, and the base `BaseCreature.OnThink` actions (heal, rummage, aura) all carry their own clocks. Follow that pattern. ```csharp private long _nextSpecial; public override void OnThink() { base.OnThink(); if (Core.TickCount - _nextSpecial >= 0) { DoSpecial(); _nextSpecial = Core.TickCount + 5000; // the real rate limit lives here } } ``` ### MonsterAbility: same contract `MonsterAbility.CanTrigger` is sampled once per think for `Think`- and `CombatAction`-triggered abilities, so abilities live under the same rule: - **`MinTriggerCooldown`/`MaxTriggerCooldown` is the real rate limit** — the floor holds no matter how often thinks fire. Always give a triggered ability a real cooldown. - **`ChanceToTrigger` is a per-sample roll**: above the cooldown floor, the expected trigger delay shrinks as think rate rises. Treat the chance as flavor jitter, never as the rate limiter, and keep cooldowns long relative to the think interval so the jitter stays negligible (fire breath — chance 0.5, cooldown 30–45s — varies under 1% between natural and spammed think rates). - A **zero-cooldown ability records no cooldown at all** and triggers on every sampled think that passes its chance — only ever correct for passive alteration hooks, never for `Think`/`CombatAction` triggers. - An ability that breaks pet orders (fear-style effects) must own its duration explicitly (a hold state, or a "refuses orders until" deadline checked in the order handlers) — pets react to re-issued commands immediately, so think latency is not a hold. --- ## New Spell ### Targeted Damage Spell (Magery) ```csharp using System; using Server.Targeting; namespace Server.Spells.Third; public class FireballSpellCustom : MagerySpell, ITargetingSpell { private static readonly SpellInfo _info = new( "Fireball", // Name "Vas Flam", // Mantra 212, // Cast animation 9041, // Cast sound Reagent.BlackPearl // Reagents (comma-separated) ); public FireballSpellCustom(Mobile caster, Item scroll = null) : base(caster, scroll, _info) { } public override SpellCircle Circle => SpellCircle.Third; public override bool DelayedDamage => true; public void Target(Mobile m) { if (CheckHSequence(m)) // Harmful spell sequence check { var source = Caster; SpellHelper.Turn(source, m); SpellHelper.CheckReflect((int)Circle, ref source, ref m); double damage; if (Core.AOS) { damage = GetNewAosDamage(19, 1, 5, m); } else { damage = Utility.Random(10, 7); if (CheckResisted(m)) { damage *= 0.75; m.SendLocalizedMessage(501783); // You resist } damage *= GetDamageScalar(m); } source.MovingParticles(m, 0x36D4, 7, 0, false, true, 9502, 4019, 0x160); source.PlaySound(0x15E); // Damage types must sum to 100 SpellHelper.Damage(this, m, damage, 0, 100, 0, 0, 0); // phys fire cold pois energy } } public override void OnCast() { Caster.Target = new SpellTarget(this, TargetFlags.Harmful); } } ``` ### Spell Helper Methods ```csharp SpellHelper.Turn(caster, target); // Face target SpellHelper.CheckReflect(circle, ref source, ref target); // Magic reflect SpellHelper.Damage(spell, target, damage, phys, fire, cold, poison, energy); SpellHelper.AddStatCurse(caster, target, stat); SpellHelper.AddStatBonus(caster, target, stat); SpellHelper.CanRevealCaster(spell); CheckHSequence(target); // Harmful spell checks (LOS, range, criminal) CheckBSequence(target); // Beneficial spell checks CheckResisted(target); // Resistance check GetNewAosDamage(bonus, dice, sides, target); // AOS damage formula GetDamageScalar(target); // Pre-AOS damage multiplier ``` ### Spell Circles (Magery) | Circle | Mana | Base Delay | |---|---|---| | First | 4 | 0.25s + circle | | Second | 6 | 0.50s + circle | | Third | 9 | 0.75s + circle | | Fourth | 11 | 1.00s + circle | | Fifth | 14 | 1.25s + circle | | Sixth | 20 | 1.50s + circle | | Seventh | 40 | 1.75s + circle | | Eighth | 50 | 2.00s + circle | --- ## Skill Implementation ### Registering a Skill Handler ```csharp namespace Server.SkillHandlers; public static class MySkillHandler { public static void Initialize() { SkillInfo.Table[(int)SkillName.Tracking].Callback = OnUse; } public static TimeSpan OnUse(Mobile from) { from.SendMessage("You begin tracking..."); from.Target = new TrackingTarget(); return TimeSpan.FromSeconds(10.0); // Cooldown } } ``` ### Skill Check ```csharp // Difficulty-based check (with skill gain chance) if (from.CheckSkill(SkillName.Mining, 0.0, 100.0)) { // Success } // Direct chance check if (from.CheckSkill(SkillName.Hiding, minSkill: 25.0, maxSkill: 75.0)) { // Success } ``` ### SkillName Enum (58 skills) Key skills: `Alchemy`, `Anatomy`, `AnimalLore`, `AnimalTaming`, `Archery`, `ArmsLore`, `Begging`, `Blacksmith`, `Bushido`, `Camping`, `Carpentry`, `Cartography`, `Chivalry`, `Cooking`, `DetectHidden`, `Discordance`, `EvalInt`, `Fencing`, `Fishing`, `Fletching`, `Focus`, `Forensics`, `Healing`, `Herding`, `Hiding`, `Inscribe`, `ItemID`, `Lockpicking`, `Lumberjacking`, `Macing`, `Magery`, `MagicResist`, `Meditation`, `Mining`, `Musicianship`, `Necromancy`, `Ninjitsu`, `Parry`, `Peacemaking`, `Poisoning`, `Provocation`, `RemoveTrap`, `Snooping`, `Spellweaving`, `SpiritSpeak`, `Stealing`, `Stealth`, `Swords`, `Tactics`, `Tailoring`, `TasteID`, `Tinkering`, `Tracking`, `Veterinary`, `Wrestling` --- ## Loot System ### Using Predefined Packs ```csharp public override void GenerateLoot() { AddLoot(LootPack.Poor); // ~50g equivalent AddLoot(LootPack.Meager); // ~100g equivalent AddLoot(LootPack.Average); // ~250g equivalent AddLoot(LootPack.Rich); // ~500g equivalent AddLoot(LootPack.FilthyRich); // ~1000g equivalent AddLoot(LootPack.UltraRich); // ~2000g equivalent AddLoot(LootPack.SuperBoss); // Boss-level loot // Auxiliary packs AddLoot(LootPack.Gems, 2); // 2 random gems AddLoot(LootPack.Potions); // Random potion AddLoot(LootPack.LowScrolls); // Low circle scroll AddLoot(LootPack.MedScrolls); // Med circle scroll AddLoot(LootPack.HighScrolls); // High circle scroll } ``` Packs auto-select era-appropriate loot (Pre-AOS, AOS, SE variants). ### Specific Items ```csharp PackItem(new Arrow(Utility.RandomMinMax(20, 40))); PackGold(100, 200); PackItem(new Bandage(Utility.RandomMinMax(5, 10))); ``` --- ## Context Menus ```csharp public override void GetContextMenuEntries(Mobile from, ref PooledRefList list) { base.GetContextMenuEntries(from, ref list); if (from.Alive && from.InRange(this, 2)) { list.Add(new RepairEntry(this)); } } private class RepairEntry : ContextMenuEntry { private readonly Item _item; public RepairEntry(Item item) : base(6100) // Cliloc number { _item = item; Enabled = item is { Deleted: false }; } public override void OnClick(Mobile from, IEntity target) { if (_item.Deleted || !from.InRange(_item, 2)) return; from.SendMessage("You repair the item."); } } ``` --- ## Entity Lifecycle ### Two-Phase Deletion ```csharp // Phase 1: Pre-removal cleanup public override void OnDelete() { _timerToken.Cancel(); // Cancel managed timers // Remove from tracking systems base.OnDelete(); } // Phase 2: Post-removal cleanup public override void OnAfterDelete() { _timer?.Stop(); // Stop Timer references _timer = null; _owner = null; // Null Item/Mobile refs base.OnAfterDelete(); } ``` ### OnDoubleClick Validation ```csharp public override void OnDoubleClick(Mobile from) { if (!IsChildOf(from.Backpack)) { from.SendLocalizedMessage(1042001); // Must be in backpack return; } if (!from.InRange(GetWorldLocation(), 2)) { from.SendLocalizedMessage(500446); // Too far away return; } // Item logic here } ``` --- ## File Organization ``` Projects/UOContent/ ├── Items/ │ ├── Weapons/Swords/ # Swords │ ├── Weapons/Maces/ # Maces │ ├── Weapons/Ranged/ # Bows, crossbows │ ├── Armor/Plate/ # Plate armor │ ├── Armor/Chain/ # Chain armor │ ├── Armor/Leather/ # Leather armor │ ├── Clothing/ # Wearable clothing │ ├── Containers/ # Bags, boxes │ ├── Misc/ # General items │ ├── Special/ # Unique/quest items │ └── Resources/ # Crafting materials ├── Mobiles/ │ ├── Animals/Bears/ # Bears (BlackBear, GrizzlyBear) │ ├── Animals/Birds/ # Birds │ ├── Monsters/AOS/ # AOS-era monsters │ ├── Monsters/SE/ # SE-era monsters │ ├── Monsters/ML/ # ML-era monsters │ ├── Special/ # Champions, bosses │ ├── Vendors/ # NPC vendors │ └── Townfolk/ # NPCs ├── Spells/ │ ├── Base/ # Spell base classes │ ├── First/ - Eighth/ # Magery circles │ ├── Necromancy/ # Necromancer spells │ ├── Chivalry/ # Paladin spells │ ├── Bushido/ # Samurai abilities │ ├── Ninjitsu/ # Ninja abilities │ └── Spellweaving/ # Spellweaving ├── Skills/ # Skill handlers ├── Gumps/ # UI dialogs │ └── Base/ # Gump base classes ├── Engines/ # Complex systems │ ├── Craft/ # Crafting system │ ├── CannedEvil/ # Champion spawns │ ├── Factions/ # Faction system │ └── Quests/ # Quest system └── Misc/ # Miscellaneous └── LootPack.cs # Loot tables ``` ### Naming Rules - File name = class name - One primary class per file - Group related items in subdirectories - Era-specific content goes in era-named subdirectories